Devon Stanton, programs and operations

I am a builder

I find the friction between teams and build the bridges that remove it: programs, workflows, and tools across marketing, communications, and developer programs. At Unity that meant turning manual, fragmented processes into systems that scaled without adding headcount.

19+ years building in games and technology

Devon Stanton

Is this painful to do, and why? What would make it awesome?

Most admin work is accepted as how things are done. A better way is usually closer than it looks.

Read the essay: Do it now, while the need is real

How I work

  • Strategy before execution

    Define outcomes, stakeholders, and risk models before launch cycles begin.

  • Systems over heroics

    Build repeatable frameworks so scale doesn't rely on individual heroics.

  • Narrative and operations aligned

    Connect product, marketing, leadership, and community into one coherent direction.

  • Measurable impact

    Define KPIs, governance, and feedback loops before the work is in flight.

Career at a glance

  1. Mid-2000s

    Gamerlobby

    Built a community for South African gamers

  2. 2007

    Megarom Interactive

    PR & Promotions Manager

  3. 2012

    Digital War Room

    Founder & CEO

    Side project
  4. 2015

    2K

    PR Manager, Export

  5. 2016

    Blizzard Entertainment

    Franchise Communications Lead, Europe

  6. 2021

    Unity

    Senior Communications Manager, EMEA

  7. 2023 to now

    Unity

    Senior Program Manager

Selected work

Unity Awards

Unity, 2024–2025

  • Product
  • Campaign

A self-service voting platform and studio activation framework that took an awards program global without paid media.

  • 14,000+registrations (+40% YoY)
  • 36,000+votes
  • 4 wks → 1 wkasset collection across 100+ nominees at once
  • 75%less operational overhead

Diablo III on Nintendo Switch

Blizzard, 2018

  • Campaign

Brought Diablo III on Switch to European media with two touring chests of consoles, instead of flying journalists to a US preview.

Journalists responded enthusiastically, and launch coverage and reviews were overwhelmingly positive.

MWU Review

Unity

  • Product
  • Internal process

A structured pre-launch review pipeline that gives studios expert, player-perspective feedback before they ship.

  • 65+titles reviewed, from 50+ studios
  • Under 1 dayto generate the report after the review window closes
Now building

ownd.gg

A way for studios to prepare before launch and own their story on their own platforms.

View the project about ownd.gg
See all work

Where I've come from

I cut my teeth in South Africa, building Gamerlobby, a community that united South African gamers to compete in multiplayer when latency abroad was too poor to play. That led to Megarom, then 2K, then Blizzard.

At Unity I moved out of games and into tech, and got close to the studios building them and what drives them. Throughout, I've enjoyed building the mechanisms, tools and systems that bring games out into the open.

  1. Devon pointing at the camera with three colleagues in front of a Prototype 2 banner

    Megarom, Prototype 2 launch

    Megarom was a South African distributor with some of the biggest publishers on its books: Activision Blizzard, 2K, Rockstar, Ubisoft, NC Soft, Namco Bandai, Codemasters, CD Projekt RED and more. We worked non-stop on launches, and it was a machine. It taught me marketing, PR, social media, event management, presenting to audiences, hitting critical deadlines, networking, and building relationships and partnerships. It was an incredible stomping ground to grow and learn.

  2. Devon in a fedora reading a tablet in front of a magazine rack, in black and white

    Megarom, XCOM: The Bureau

    I was never one to shy away from getting in character. As the face of Megarom I loved goofing around, playing the part and moving the needle. In games, sometimes you have to breathe in the brand to really know it.

  3. Devon in a Battleborn cap holding a Battleborn mug in front of character posters

    2K, Battleborn

    Moving to 2K meant immigrating to the UK and learning fast in a new arena. I built relationships with our partner territories and agencies and met amazing people in Italy, Poland, Russia and Dubai, while still looking after my home turf in South Africa. Working with partners pushed me from execution into strategy: building plans for specific territories, understanding their limits, approving plans, and travelling a lot. More coffee, please.

  4. Devon and two friends taking a selfie in a packed arena, in black and white

    2K, WWE

    2K also let me work with major brands like WWE. I learned how those partnerships worked and how we used their talent in support of our game, then briefed their superstars on presenting their in-game characters to press and creators, so we protected both the WWE brand and our label's IP.

  5. Devon standing in front of the large orc statue at the Blizzard campus

    Blizzard

    Blizzard was an opportunity I couldn't turn down. I joined the franchise team, leading European strategy for four franchises: Heroes of the Storm, StarCraft, Diablo and Hearthstone. I took real ownership, managing the annual activation budget, working with local territory managers to keep us aligned and meet their needs against plans we had built together, reporting back to the global teams, and attending BlizzCon.

Credentials

Companies I have worked for

Unity
Blizzard Entertainment
2K Games

Some of the companies I have supported

Codemasters
Ubisoft
CD Projekt
NC Soft
Rockstar
Activision

Contact me

Happy to talk about a role, a problem you're working through, or just to compare notes. Open to communications leadership, marketing operations management and program marketing management roles. Based in France and an EU citizen; also open to Ireland, or the UK with sponsorship.